mlsanityData to 7 Oct 2026

TropeTwist: Trope-based Narrative Structure Generation

arXiv 2204.09672 ↗First posted 31 Mar 2022cs.AI cs.NEcited by 8

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Abstract (arXiv)

Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.

Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). Builds on 15 of its 68 references that are in the map. First posted on arXiv 31 Mar 2022.

Builds on

15 of 68 references.

References · 15

  1. 2015Illuminating search spaces by mapping elitescited by 406
  2. 2019Obstacle Tower: A Generalization Challenge in Vision, Control, and Planningcited by 54
  3. 2018Controllable Neural Story Plot Generation via Reward Shapingcited by 49
  4. 2019Story Realization: Expanding Plot Events into Sentencescited by 35
  5. 2018Talakat: Bullet Hell Generation through Constrained Map-Elitescited by 26
  6. 2020Baba is Y'all: Collaborative Mixed-Initiative Level Designcited by 20
  7. 2019Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elitescited by 18
  8. 2019Toward Automated Quest Generation in Text-Adventure Gamescited by 14
  9. 2020Mech-Elites: Illuminating the Mechanic Space of GVGAIcited by 13
  10. 2020Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensionscited by 11
  11. 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
  12. 2021Fabula Entropy Indexing: Objective Measures of Story Coherencecited by 7
3 more
  1. 2021SuSketch: Surrogate Models of Gameplay as a Design Assistantcited by 6
  2. 2018Let CONAN tell you a story: Procedural quest generationcited by 4
  3. 2021Game Mechanic Alignment Theory and Discoverycited by 1

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2022: 2; 2023: 2; 2024: 2; 2025: 1; 2026: 1.

8 papers.